Stats

Character-sheets and Stats
The Adventurers sent out on this mission aren't your common-rabble and simple common-folk, they are specialized in their fields, with experience under their belts from their lives. As such, each Adventurer will have their own Custom Stats.

Roll for Charisma
Each player may choose their character's stats before the adventure. Each of the 7 stats is naturally given "0" base-points, not adding any bonus to your rolls. However, the player has 5 extra-points they may add onto any Stat they wish, to gain a bonus +1 for their rolls.

You can also subtract points to give you -1 on any rolls in that area, giving you another Point to add elsewhere. (But you can only do this three times, maximum.)

The Stat-trees
Additional Points: (5)
 * Health (0) - Points here will give you an additional 5 Hit-points.
 * Strength (0) - Points here will give you an additional +1 to any rolls related to strength. (Fighting, lifting heavy objects, etc.)
 * Agility (0) - Gain +1 to any roll related to agility. (Balancing, acrobatic manouvers, archery/aiming, etc.)
 * Intellect (0) - Gain +1 on intellect-rolls. (Using magic, healing-spells, handling technology and inventions, etc.)
 * Stealth (0) - Gain +1 on stealth-rolls. (Sneaking, being silent, blending into the shadows, disguising, etc.)
 * Charisma (0) - Gain +1 on social-rolls. (Negotiating with an NPC, deceiving, intimidating, befriending a monster, seducing, etc.)
 * Survival (0) - Gain +1 on nature-rolls. (Handling animals, collecting food and supplies from outdoor-areas, anything based on life in the wilderness and survival.)

Example Character-sheet:
This example-character would have 5 extra hit-points, +4 on Strength-rolls, +2 on Charisma-rolls, but -2 on Stealth-rolls. All other rolls are untouched.
 * Health (+1)
 * Strength (+4)
 * Agility (0)
 * Intellect (0)
 * Stealth (-2)
 * Charisma (+2)
 * Survival (0)



Special Abilities
Along with your general-Stats, (covered above,) some characters may find themselves capable of a '''Special Ability. '''These can only be used once per session.

A Special Ability is based upon either your character's Race or Class, (or if neither of those two are applicable, their Background,) which will always grant one of your Stats Critical Hits whenever the Special Ability is used.

The only requirement for a player's Special Ability is that it is not permanent, and cannot be used in every battle. A Special Ability should instead be a rare ability that takes some concentration or energy, needing to be recharged by Resting.

Advanced:
Alignments and Motivations may seem like pointless flavor-items, but actually play a minor yet situationally-significant role, capable of giving you either bonuses or disadvantages.